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Show posts MenuQuote from: ThreeOhFour on Mon 14/07/2025 04:35:11Here's some more feedback, and a suggestion for where you might move the sun angle to. Basically, having the whole front of the building in shadow like this kind of makes it hard to make a lot of depth. Can be much nicer if you have it a little more directly overhead.
If this isn't "dramatic" enough and you want the sun really low again, then check out sunset photos and see how much difference there is in colour!
Quote from: ThreeOhFour on Sat 12/07/2025 03:27:03It looks like you're doing your light with a soft light/overlay/similar layer - and that's a great way to work. But it's also worth cleaning up a bit, because at the moment the glow flows too much into the parts that should be in shadow. But also I think it's good to start with a clearer understanding of "value"*.
In your house scene, you have the sun defined as a light source, which is yellow, and clouds surrounding it which are white. This means that the clouds are lighter in value than the sun, which is not realistic for most scenery. The light source should almost always be the brightest thing, with everything else in the scene the same brightness (if directly lit by the source) or darker. Clouds should take shadow from a light source by the sun.
The other issue is that the sun appears to be in front of the clouds. This will never occur, and so the sun should be considered something we see where the clouds aren't!
If you post a version without the glowy light layers I'd be happy to show you how I might light a scene like this for comparison.
*lightness/darkness
Quote from: jahnocli on Thu 26/06/2025 21:21:35OK. Firstly, there's a decorative band at the bottom which doesn't add anything to the general ambience. I hardly noticed it to start with, but after a while I wondered what it was doing there. Secondly, the text is often difficult to make out against the background; maybe outlining would help? Next, the dialogue is occasionally a little too quick -- I'd be looking at the facial expression of one character as the other character's dialogue flashed past. Lastly, there's a lot of exposition between two essentially static people: movement of some kind could add interest?
I didn't make it to the end of the prequel either, sorry. Like I said, apologies if this is all rather negative...
Quote from: jahnocli on Thu 26/06/2025 16:32:52I just had a look at the Hydra's Head prequel. I've got some observations, but they are a bit...harsh. If you're OK with that, fine, if not I'll keep my big mouth shut!
Quote from: cat on Tue 25/03/2025 20:09:32I don't know how to continue. I looked at the various objects and he said their colors. He says that he is tired and should go to bed, but doesn't. What am I supposed to do?
Quote from: Rik_Vargard on Sun 10/11/2024 21:12:18You know, links are useful, instead of having to start to search...![]()
Quote from: Rik_Vargard on Sun 03/11/2024 14:41:38A bit confusing in the beginning because no really guiding line; you can click anywhere you want.
With a person presenting this to a class, I can see great and fun learning.
You got something with this concept![]()
Quote from: Rik_Vargard on Sun 03/11/2024 14:41:38A bit confusing in the beginning because no really guiding line; you can click anywhere you want.
With a person presenting this to a class, I can see great and fun learning.
You got something with this concept![]()
Quote from: Rik_Vargard on Sat 14/09/2024 22:14:38It's a little bit confusing to read the Romanian/English dialogs right now.
Perhaps the English text could be an invisible character at the bottom, to create some subtitles?
Or have another font?
Also, I think you're up to something here and I think this has potential.
In-between chapters, there could be a simple "First Person room/situation" where the player will have to "do some stuff" and thus practice what he has just learned. Like, in dialogs, having three different options to ask/reply etc.
It could all be done with zero animations and cool backgrounds.
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